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One half of our game, ]The Unholy Society, is an adventure game. You walk around, talk with people, make choices and explore the storyline. We have developed a system, a simple scripting language, to better define adventure games like ours.
Even though our “game designer” is also a programmer, he wanted to separate the game logic from the game’s core source code. This way, the logic, as in, “you cannot enter the church before you speak with aunt” is specified in a different place and a different language, than for example, the logic of how to load Spine models and animate them in the game.
So, we’ve made a script system, designed with "conversations", as a primary use-case. We call it “The Unholy Conversations”.
As the name suggests, the first use-case is for when a player talks with one or more NPCs. However, the system is also useful to define cut-scenes: NPCs can talk (with or without the player) and animations in the environment and the NPCs can be run and so on. The scripts are also run when you enter a location or a particular area of a location. When the player is inside a “sensor” (a simple rectangular box), a script decides whether the player can interact with something and what happens when (s)he does.
One half of our game, ]The Unholy Society, is an adventure game. You walk around, talk with people, make choices and explore the storyline. We have developed a system, a simple scripting language, to better define adventure games like ours.
Even though our game designer is also a programmer, he wanted to separate the game logic from the games core source code. This way, the logic, as in, you cannot enter the church before you speak with aunt is specified in a different place and a different language, than for example, the logic of how to load Spine models and animate them in the game.
So, weve made a script system, designed with "conversations", as a primary use-case. We call it The Unholy Conversations.
As the name suggests, the first use-case is for when a player talks with one or more NPCs. However, the system is also useful to define cut-scenes: NPCs can talk (with or without the player) and animations in the environment and the NPCs can be run and so on. The scripts are also run when you enter a location or a particular area of a location. When the player is inside a sensor (a simple rectangular box), a script decides whether the player can interact with something and what happens when (s)he does.
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